personal upgrade slot: thermal capacitor, DR 5 fire/cold
personal dexterity upgrade +4, nanites
trick attack +22, 3d8
debilitating trick, bleeding shot
evasion
quick movement (40’)
field treatment
holographic clone
cloaking field
favor
pull with authorities for cash
Combat:
BAB +4
arc pistol, static 50’, +11, d6+3 E
semi-auto pistol 30’, +11, d6+3 P
survival knife, melee, +10, d4+3 S
starship gunnery 6 ranks +6 dex = +12
Gear:
everyday clothing (includes cargo pants)
travel clothing (also includes cargo pants)
chic clothing for special events
freebooter armor II w/helmet
quick release sheath (swift action), left hand:
survival knife, +17 concealment
bandolier/”numerous straps”
grenades, spare batteries, spare clips
arc pistol, static (non-lethal option), right hip
4 batteries (20 charges each, 2 charges/shot)
1 ultra-capacity battery (100 charges)
semi-auto pistol, tactical
concealable gun holster, +13 concealment
comm unit w/miniaturized Tier 2 computer added
wrist toxyrad gauge (radiation, air toxins/low O2)
backpack, industrial
waterproof sleeping bag w/hood
1 R2E, field rations (6 days), some bottled water
grapple gun, 200’ of titanium cable
hacking kit
(engineering toolkit)
specialty toolkit: locks (+2 Engineering)
trapsmith’s tools (+4 Engineering or Mysticism)
basic medkit for Field Treatment
2 medpatches (in pocket)